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The Sonic the Hedgehog 4 Megathread

Discussion in 'General Sonic Discussion' started by Scarred Sun, Apr 7, 2010.

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  1. LOst

    LOst

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    <!--quoteo(post=438836:date=Apr 7 2010, 03:51 PM:name=Guess Who)--><div class='quotetop'>QUOTE (Guess Who @ Apr 7 2010, 03:51 PM) <a href="index.php?act=findpost&pid=438836">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=438832:date=Apr 7 2010, 07:33 AM:name=LOst)--><div class='quotetop'>QUOTE (LOst @ Apr 7 2010, 07:33 AM) <a href="index.php?act=findpost&pid=438832">[​IMG]</a></div><div class='quotemain'><!--quotec-->At the very end of the game, you get to see the staff roll, and at the very top of it is the man behind this game: <!--coloro:#000000--><span style="color:#000000"><!--/coloro-->Iizuka[/COLOR].
    I would like to remind everyone that this guy worked on Sonic 3. And I think Sonic 4 serves as proof that he wasn't DA MAN behind Sonic 3.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I doubt Iizuka really had much of a hand in this, either. He's credited as Producer, sure, but if Naka is anything to by, that means he's more involved in managing the project than actually developing it. I mean, the last Sonic game he was credited on outside of the Special Thanks section was Sonic Rivals 2. I imagine that much like Naka before he left, he's been moved so far up the developer bureaucracy that he doesn't deal so directly with the games anymore.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Of course.

    There were a few comments on Iizuka being the guy behind Sonic 3 at Sega's blog, and also in a magazine interview with Iizuka himself talking about Sonic 4.
    I got a sense of Sega trying to calm their fans down, by saying Iizuka worked with Sonic 3. As it must mean Sonic 4 will be just as good because of this man is keeping an eye on the project.
     
  2. I'm not going to deny it; there are similarities with the engine of Sonic 4 and Rush, particularly in the physics department. That's really the extent of it right there.

    However, that doesn't meant this game is going to be complete shit. I only saw all of the acts for Splash Hill, and to be honest I watched them once or twice only, but the levels there look like a lot of fun to play. Yes, there are dashpads, but they're not hugely overused, and the little bit I saw of Lost Labyrinth looked like it used them even less. It's not the old games, there's little doubt about that fact, and as such I can clearly see where the argument for it actually being called Sonic 4 rather than something else comes from.

    However, I do think the game looks like fun, and I really don't think this is one of the worst things Sega have ever given us, in terms of Sonic. It's not what everyone wanted, and it has flaws, but I think that it's a step in the right direction. If Episode 2 and beyond can improve upon it, then I'm all for Sonic 4.
     
  3. ICEknight

    ICEknight

    Researcher Researcher
    <!--quoteo(post=438841:date=Apr 7 2010, 09:09 AM:name=LOst)--><div class='quotetop'>QUOTE (LOst @ Apr 7 2010, 09:09 AM) <a href="index.php?act=findpost&pid=438841">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=438836:date=Apr 7 2010, 03:51 PM:name=Guess Who)--><div class='quotetop'>QUOTE (Guess Who @ Apr 7 2010, 03:51 PM) <a href="index.php?act=findpost&pid=438836">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=438832:date=Apr 7 2010, 07:33 AM:name=LOst)--><div class='quotetop'>QUOTE (LOst @ Apr 7 2010, 07:33 AM) <a href="index.php?act=findpost&pid=438832">[​IMG]</a></div><div class='quotemain'><!--quotec-->At the very end of the game, you get to see the staff roll, and at the very top of it is the man behind this game: <!--coloro:#000000--><span style="color:#000000"><!--/coloro-->Iizuka[/COLOR].
    I would like to remind everyone that this guy worked on Sonic 3. And I think Sonic 4 serves as proof that he wasn't DA MAN behind Sonic 3.<!--QuoteEnd--></div><!--QuoteEEnd-->I doubt Iizuka really had much of a hand in this, either. He's credited as Producer, sure, but if Naka is anything to by, that means he's more involved in managing the project than actually developing it. I mean, the last Sonic game he was credited on outside of the Special Thanks section was Sonic Rivals 2. I imagine that much like Naka before he left, he's been moved so far up the developer bureaucracy that he doesn't deal so directly with the games anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->Of course.

    There were a few comments on Iizuka being the guy behind Sonic 3 at Sega's blog, and also in a magazine interview with Iizuka himself talking about Sonic 4.
    I got a sense of Sega trying to calm their fans down, by saying Iizuka worked with Sonic 3. As it must mean Sonic 4 will be just as good because of this man is keeping an eye on the project.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    And that's the same thing SEGA did with Yuji Naka until he quit.

    Then he suddenly stopped being the "creator of Sonic" (thankfully).
     
  4. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    <!--quoteo(post=438734:date=Apr 7 2010, 12:31 AM:name=Scarred Sun)--><div class='quotetop'>QUOTE (Scarred Sun @ Apr 7 2010, 12:31 AM) <a href="index.php?act=findpost&pid=438734">[​IMG]</a></div><div class='quotemain'><!--quotec-->Joke posts are probably going to backfire on you, so take caution.<!--QuoteEnd--></div><!--QuoteEEnd-->

    AHAHAHAHAHAHAHA... HAHA... ha... ha... :ohdear:

    So yeah...

    Anyway, my own thoughts on the shortcomings of the game based on what I saw in the leaked footage, I've already posted on the Sega forums, and it was a bit of a mouthful, so I'm just going to copy/paste that here. I hope that practice isn't frowned upon in these forums...

    ---

    <!--QuoteBegin-Solaris Paradox+--><div class='quotetop'>QUOTE (Solaris Paradox)</div><div class='quotemain'><!--QuoteEBegin-->I'm aware that this topic might encourage more pointless infighting and all that, so if the mods/admins see fit to do so, I'll have no problem with it being locked. That said, I just wanted to provide my thoughts on the game so far in an organized, constructive, all-in-one-place package, so that it doesn't get lost in the general discombobulation of multiple forums' worth of mixed debate, babble, and spite towards [*insert object of spite here*].

    To the members of this forum: I would prefer that we discuss these issues in cool, calm, logical manner, which is to say, if you disagree with someone or wish to state a fault in the game, criticize, don't ostracize. There's no reason we shouldn't be able to discuss the ins and outs of this game, however, keep in mind the nature of a pre-release build, please don't jump to undue conclusions about either the game or other members of the forum (or at least, keep those undue conclusions in other topics), [snippety snip snip]

    Now my own thoughts on this game as I perceive it at this point are actually pretty simple. I'm not going to go on a massive rant about the physics, as I have no real reason to assume that they are complete at this point, however for the sake of saying what needs to be said about them, here are my issues with the physics in the pre-release build we've seen:

    <span style="font-size:8pt;line-height:100%">1 - Sonic has the ability to accelerate on inclines that really should prevent acceleration at his current speed and momentum. This ranges from those "walk on walls" moments (barring the times this occurs with Speed Shoes) to simply being able to maintain acceleration up vertical or uphill inclines for a bit too long before being slowed to a halt.

    2 - Those 90-degree "RushVance" slopes (which ironically first appeared in Sonic CD, not Advance or Rush... just sayin') have some issues, and they seem to stem from Sonic simply being able to stand still on inclines that are simply too steep. There's a point where Sonic should start slipping downward regardless of which direction he's facing, but he doesn't in this build.

    3 - <span style='color:#000000;background:#000000'>There's one bit in the Casino Street Zone Act 2 leak where Sonic hits a ceiling-curve in a bad way and actually shoots off along the curve in the wrong direction (I.e. back down the pinball chute), which is an obvious physics glitch.</span>

    4 - I've definitely glimsed times where Sonic speeds up upon contact with the ground after coming out of a jump, when he really shouldn't, although I couldn't pinpoint exactly why. Is his downward momentum transferring into his forward momentum in a kind of reverse-ceiling-trick? I can't say, but this undermines the momentum gameplay and I hope it's not present in the final product.<!--sizec--></span><!--/sizec-->

    My non-physics-related complaints are as follows:

    <span style="font-size:8pt;line-height:100%">1 - Sonic not being able to maintain his roll-attack when he shoots off quarter-pipe inclines and the like is an obvious downgrade from the classic gameplay and should be remedied if the designers don't already intend to do so (which I think they very well might).

    2 - The use of the Homing Attack on enemies, even to chain across flying enemies to reach alternative routes, isn't something I so much mind (although part of me wishes it were a power-up like the Elemental Shields in that you didn't have it innately and were always at risk of losing it when you did). Using the Homing Attack to navigate actual platforming actions and challenges, such as the <span style='color:#000000;background:#000000'>breakable rocks, vines, and ziplines in Splash Hill Zone; the cannons in Casino Street Zone</span>; and the springs in pretty much every level is a bit on the "much" side and will probably sap a lot of what challenge this game has to offer right out of its jugular. Sonic isn't supposed to be the paragon of hardcore gaming challenge, but in these cases the game looks like it's playing itself, and that's something I can't really list as a positive.

    3 - Some people have mentioned that stages tend to emphasize a particular gimmick, rather than mixing it up within its own set of gimmicks to punctuate level design. After some though, I've decided that this is actually something to consider when designing future stages. I like the idea of act-specific gimmicks, but it occurs to me that some of the stages I saw in the leak center too much on one gimmick, making those specific acts one-trick ponies of a sort. Not "bad," but they could potentially be better.

    4 - <span style='color:#000000;background:#000000'>Casino Street Zone Act 2 is far too small and simple for what it tries to do. Personally I like the idea of a pinball-centric scoring challenge, but the tiny, restrictive arena we saw in the leak pretty much requires the player to do exactly one thing over and over in order to obtain the required 100,000 points in any reasonable amount of time—if the design were that of a multi-tiered pinball stage with multiple ways to amass points, something in the vein of Sonic Spinball level design, then this could be an extremely fun level, especially considering the presence of Leaderboards.</span>

    5 - The Air Dash <span style='color:#000000;background:#000000'>really makes the conveyor belts in Mad Gear Zone too easy to bypass</span>, although as for what could remedy that issue, I'm not exactly sure. Personally I haven't seen any other real issues with the Air Dash, although common opinion seems to be that it shouldn't be spammable to obtain high speed. That being the sentiment, it could be made so that the Dash doesn't add to player momentum after a certain point (I.e. place a cap on where its contribution to speed meets an end), but honestly I didn't see enough places in the levels where this would even be an issue to worry about it.

    6 - <span style='color:#000000;background:#000000'>The bosses in general look a bit too easy, and I think one thing to consider is to make the Homing Attack incapable of hitting Eggman's mechs. They're huge as it is, so the Homing Attack isn't really necessary, and personally I think it looks as if the Splash Hill and Mad Gear bosses might be more interesting without the Homing Attack as an option. Casino Street boss seems like it should be placed a bit higher up so that the player can't simply jump up and hit it. I also think that the "pinch" section of these battles, the "twist" to his attack pattern, might benefit from lasting longer. Perhaps an extension to his health bar in light of these bosses being their own stand-alone Acts...? Lost Labyrinth Zone actually looks fine to me, by the way, as does the final boss. Although on the subject of the final boss, the spiked arm that descends from above, which you are supposed to knock toward Eggman... if you can hit that from the righthand side and still make it fly to the right, that just looks wrong to me. I think it would be better if you actually had to hit it from the left to make it fly to the right, and vice-versa.</span>

    7 - Dash pads. I have nothing against dash pads, but the combination of the sheer number of them with the newly-automated nature of springs makes a lot of the speed I'm seeing in the game look too automatic, which undermines the momentum-based nature of the gameplay. If the dash pads were reduced in number and placed more on a basis of "where we can put them to suit the players' needs and to reward them for some kind of skill," I think I'd be satisfied. But a dash pad should not be placed simply for the sake of having one in front of a steep slope—that's my thought on it. If the player finds themselves in a place where they need help getting up a slope, they have the Spin Dash.

    8 - On that note, the combination of Springs being automatic with them being Homing Attack targets is bad enough without overusing the spring-to-spring combo aspect, and while it doesn't look like too much of a problem yet, I would advise using this design choice sparingly.<!--sizec--></span><!--/sizec-->

    There might be more, but this is all that comes to mind at the moment, so it's probably all I really care about (or maybe just all I could really detect when given footage rather than hands-on playtime).<!--QuoteEnd--></div><!--QuoteEEnd-->
     
  5. LOst

    LOst

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    <!--quoteo(post=438844:date=Apr 7 2010, 04:13 PM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Apr 7 2010, 04:13 PM) <a href="index.php?act=findpost&pid=438844">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=438841:date=Apr 7 2010, 09:09 AM:name=LOst)--><div class='quotetop'>QUOTE (LOst @ Apr 7 2010, 09:09 AM) <a href="index.php?act=findpost&pid=438841">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=438836:date=Apr 7 2010, 03:51 PM:name=Guess Who)--><div class='quotetop'>QUOTE (Guess Who @ Apr 7 2010, 03:51 PM) <a href="index.php?act=findpost&pid=438836">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=438832:date=Apr 7 2010, 07:33 AM:name=LOst)--><div class='quotetop'>QUOTE (LOst @ Apr 7 2010, 07:33 AM) <a href="index.php?act=findpost&pid=438832">[​IMG]</a></div><div class='quotemain'><!--quotec-->At the very end of the game, you get to see the staff roll, and at the very top of it is the man behind this game: <!--coloro:#000000--><span style="color:#000000"><!--/coloro-->Iizuka[/COLOR].
    I would like to remind everyone that this guy worked on Sonic 3. And I think Sonic 4 serves as proof that he wasn't DA MAN behind Sonic 3.<!--QuoteEnd--></div><!--QuoteEEnd-->I doubt Iizuka really had much of a hand in this, either. He's credited as Producer, sure, but if Naka is anything to by, that means he's more involved in managing the project than actually developing it. I mean, the last Sonic game he was credited on outside of the Special Thanks section was Sonic Rivals 2. I imagine that much like Naka before he left, he's been moved so far up the developer bureaucracy that he doesn't deal so directly with the games anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->Of course.

    There were a few comments on Iizuka being the guy behind Sonic 3 at Sega's blog, and also in a magazine interview with Iizuka himself talking about Sonic 4.
    I got a sense of Sega trying to calm their fans down, by saying Iizuka worked with Sonic 3. As it must mean Sonic 4 will be just as good because of this man is keeping an eye on the project.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    And that's the same thing SEGA did with Yuji Naka until he quit.

    Then he suddenly stopped being the "creator of Sonic" (thankfully).
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    But we all know the creator of Sonic is Mr. Kanari from that faithful French magazine article "Le créateur de Sonic" (MEGAforce 12, December 1992, Page 24)!

    <!--coloro:#000000--><span style="color:#000000"><!--/coloro-->ROFLMAO[/COLOR]

    Seriously, it is important to promote Iizuka as the creator of Sonic 4 at this point. He is the one who should fall and take the blame if Sonic 4 can't live up to its predecessors. (am I too harsh here?)
     
  6. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    <!--quoteo(post=438838:date=Apr 7 2010, 08:55 AM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Apr 7 2010, 08:55 AM) <a href="index.php?act=findpost&pid=438838">[​IMG]</a></div><div class='quotemain'><!--quotec-->Shall we point out the engine similarities between Sonic Rush and Sonic 4 again?

    That's not a matter of oppinion, those are facts we're dealing with.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is a difference between "engine similarities," which are similarities (minor ones in the grand scheme of things, might I add), and the game "being" "Rush HD."
     
  7. Cruizer

    Cruizer

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    Reverse Engineering the Rush series
    Well this being my first post and all I'm kinda nervous about posting a speculation, and I am, most likely, definitely wrong on this one..but I thought I should try to explain my reasoning. This speculation of mine only popped up when I read a comment with the consoles PS3, 360 and the Wii used in the same context (with gaming) as the iPhone (which has been ruled out if I recall correctly) and the -iPad-.

    This is where my point is. I wonder if Sonic 4's 4th console is actually an iPad. I've heard that even though its not a computer, its a pretty powerful piece of hardware. So perhaps the game will be scaled differently and ported to Apple's newest piece of technology?
    And consider this: Sega put that iPhone picture in those initial website leaks as a joke. But perhaps they were also a thought deterrant as after realising it was fake, most people (from my view) ruled out Apple completely.


    About the game itself now; I've seen parts of it, and I freaking love the look of it. It looks like the Sonic games I really enjoy playing (That being the Advance and Rush series). So naturally I'm definitely going to be getting this game. Its reminiscent of those games (in my opinion anyway) and I really enjoyed them. And the music! <3 I only heard two songs, both of them pretty short, and they were absolutely well composed. I couldn't wrap my head around it. I just fell in love with the BG music.


    So I'm definitely going to be giving this a shot. So long as I can afford it....
     
  8. ICEknight

    ICEknight

    Researcher Researcher
    <!--quoteo(post=438853:date=Apr 7 2010, 09:44 AM:name=Solaris Paradox)--><div class='quotetop'>QUOTE (Solaris Paradox @ Apr 7 2010, 09:44 AM) <a href="index.php?act=findpost&pid=438853">[​IMG]</a></div><div class='quotemain'><!--quotec-->There is a difference between "engine similarities," which are similarities (minor ones in the grand scheme of things, might I add), and the game "being" "Rush HD."<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm not complaining about the game being "Sonic Rush in HD", I'm stating that it has the same flaws Sonic Rush had in ground physics.


    <!--quoteo(post=438850:date=Apr 7 2010, 09:39 AM:name=Solaris Paradox)--><div class='quotetop'>QUOTE (Solaris Paradox @ Apr 7 2010, 09:39 AM) <a href="index.php?act=findpost&pid=438850">[​IMG]</a></div><div class='quotemain'><!--quotec-->3 - There's one bit in the Casino Street Zone Act 2 leak where Sonic hits a ceiling-curve in a bad way and actually shoots off along the curve in the wrong direction (I.e. back down the pinball chute), which is an obvious physics glitch.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There's more of the uniqueness that was present in Sonic Rush's engine only. If you press left while entering a top-right quarter circle, you'll start running to the right, with the opposite momentum.

    <a href="http://www.youtube.com/watch?v=FCGiEIncR7w#t=54s" target="_blank">Link</a>, for reference.
     
  9. matteus

    matteus

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    I'd initally kept my comments pretty short to avoid any attacks in the orginal thread so I decided I'd now write something with a little more body.

    My present feelings about Sonic 4 are that it may not be a classic Sonic game, it might not have the exact same physics and gameplay as the originals, but that doesn't mean it can't be a good game.

    The 3D renders initially grated on my nerves but I've come to accept them, I say give Sega a chance, if you play Sonic 4 and hate it then just stick to the classics and enjoy them for what they represent classic 90's Sega.
     
  10. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    <!--quoteo(post=438867:date=Apr 7 2010, 10:16 AM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Apr 7 2010, 10:16 AM) <a href="index.php?act=findpost&pid=438867">[​IMG]</a></div><div class='quotemain'><!--quotec-->I'm not complaining about the game being "Sonic Rush in HD", I'm stating that it has the same flaws Sonic Rush had in ground physics.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I've seen a lot of "BAWWW RUSH HD" going around and it's not just people pointing out similarities, it's people saying that the game is Rush HD.

    Whether they're honestly that unsubtle or if they're just not being specific enough in voicing their perceptions, they're doing something wrong. I just wanted to point out that though the (current build of the) engine shows some of Rush's quirks, the game is not like Rush to any signficant degree, either in terms of level design or in terms of the overall look (I had to stop myself from saying "feel" there, haven't played it yet so how could I know?) of the physics. That its (current) engine shares some of Rush's problems is something worth noting, but it's not something worth overexaggerating any moreso than anything else is.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->There's more of the uniqueness that was present in Sonic Rush's engine only. If you press left while entering a top-right quarter circle, you'll start running to the right, with the opposite momentum.

    <a href="http://www.youtube.com/watch?v=FCGiEIncR7w#t=54s" target="_blank">Link</a>, for reference.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I know, I've actually done that in Rush entirely by accident.
     
  11. PC2

    PC2

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    Well it's nice to see that we can finally do this thread right for once (I hope).

    I'm looking forward to the game, myself. I mean, I generally don't pay any attention to games I'm not interested in, so I'm not the type to follow a game with the attitude that it's probably not going to be good. Most games I follow I end up enjoying in the end (yes, even Sonic 2006). Not only that, but to be honest, this game actually does look like a nice true sequel to the classic games. Some of the act-specific gimmicks actually look really fun, and I'm actually kind of glad this didn't go the 16-bit route and instead decided to use the system's new capabilities to its advantage, because the graphics are absolutely gorgeous. If the game looks this good in crappy camcorder leaks, it must look great in HD. I think a Genesis or Saturn Sonic 4 could've possibly been pre-rendered anyway, as 3D was the big thing and they seemed to be leaning toward that direction a lot.

    The physics and level design look fine to me (my favorite was the one point in the Splash Hill Act 3 leaked video where <span style='color:#000000;background:#000000'>I thought he was going to fall into a bottomless pit, but it was the lower portion of the stage.</span>) All of the stages seem to flow well, and while the music didn't impress me at first, it actually fits really nicely with the stages, and there are definitely a few gems (Splash Hill Act 3 <3). So far we haven't seen any "hold right to win" or any of that silliness, and bottomless pits actually seem scarce (the bigger ones are saved for the later stages, anyway). The badnik redesigns look pretty cool, and I'm loving the various homages to classic games in the stage design. At first the bosses look really easy, but then I remember they're the first two bosses in a game with up to at least 12 stages (besides, the bosses have never been very difficult, especially the first two). The best part is, this is only part 1.

    *I'm putting anything that was leaked under a spoiler tags for <strike>the five people</strike> those who haven't seen them and don't want to spoil everything for themselves.
     
  12. Solaris Paradox

    Solaris Paradox

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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    <!--quoteo(post=438873:date=Apr 7 2010, 10:37 AM:name=PC2)--><div class='quotetop'>QUOTE (PC2 @ Apr 7 2010, 10:37 AM) <a href="index.php?act=findpost&pid=438873">[​IMG]</a></div><div class='quotemain'><!--quotec-->*I'm putting anything that was leaked under a spoiler tags for <strike>the five people</strike> those who haven't seen them and don't want to spoil everything for themselves.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's actually a reasonable idea. I'm going to start doing that. Imma go back and edit my previous post now.
     
  13. Dark Sonic

    Dark Sonic

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    Alright I figure it's about time I give my opinions on this game. I was going to comment in the other thread but it was locked before I had the chance.

    In response to the Sonic Rush physics. Yes I agree, they are indeed based off Sonic Rush physics. Of course they were going to be it's made by Dimps. Why make something new when they can just base it off what they had before. But there have been some modifications that have made the engine a bit better in some regards, such as rolling down hills is more effective, more momentum needed, and a seemingly different jump. And with a couple months left and everything else done, what's left than to go back and edit the physics a bit... or work on episode 2. Whatever I think the physics are decent. Not Sonic 3 awesome but decent.

    As for the rest of the game itself, I love it. It may be rehash yes, it may not be the Sonic 4 I imagined or wanted (What I wanted was a hand drawn experience with Sonic's sprites being highly based off the art used from the classic Japanese box art) but it still looks fun. Rehash or not seeing these things again for the first time in like 16 years puts a smile on my face. The fact that they're reusing this stuff instead of throwing Egg Pawns all over the place is fantastic. The art direction is decent and I honestly don't mind Modern Sonic being in the game. I suppose it makes sense. Sonic 4 or not, modern Sonic's been around for almost 12 years. Unfortunately he's not going anywhere.

    But I love the improvements they've made on classic environments (Lost Labyrinth and Mad Gear stand out in particular to me. Splash Hill and Casino Street look good too though) And the return of in level Super Sonic makes me happy (One thing I never got to comment on. You know what I'm excited about? This is the first 2D Sonic game that has Super Sonic in it where he likely won't share Sonic's sprites. I always hated that in Sonic 2 and 3. You got these Super Sonic sprites, and then you look up or hit a spring and look it's normal Sonic again, but yellow. No more!) So in short I'm excited, and I plan on insta buy and having my friend come over for some hopefully classic Sonic action (He likes Sonic too but he's much more cautious than I am, and hasn't really liked the series since Adventure 1 and 2. So I'll buy the game and he'll try it out before he makes his opinion on the game. He kinda liked Unleashed though, the day time at least)

    Oh right and <span style='color:#000000;background:#000000'> Metal Sonic in episode 2 makes me jizz my pants </span>
     
  14. I think we should ignore all this talk about "reserve all judgment of the game until it comes out". I think that we can make at least some judgments, to an extent. Look how much material we already have. I bet they'll change some things, but most of the core features/art/music will not change from the final product. Sure, they might tweak the physics some, but I highly doubt it will be substantially different. Same goes with everything else.

    I'm still looking at buying the game, but that really shouldn't matter. Excessive love/hate of this game based on (unfounded) speculation of changes is unhelpful and irrelevant to discussion. We should work with and talk about what we have right now.
     
  15. Solaris Paradox

    Solaris Paradox

    Member
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    On my butt in front of the computer. Where else?
    I'm working on working up the willpower to work on learning how to make my own Sonic fangames. Not quite there yet.
    <!--quoteo(post=438890:date=Apr 7 2010, 11:28 AM:name=wazkatango)--><div class='quotetop'>QUOTE (wazkatango @ Apr 7 2010, 11:28 AM) <a href="index.php?act=findpost&pid=438890">[​IMG]</a></div><div class='quotemain'><!--quotec-->I think we should ignore all this talk about "reserve all judgment of the game until it comes out". I think that we can make at least some judgments, to an extent. Look how much material we already have. I bet they'll change some things, but most of the core features/art/music will not change from the final product. Sure, they might tweak the physics some, but I highly doubt it will be substantially different. Same goes with everything else.

    I'm still looking at buying the game, but that really shouldn't matter. Excessive love/hate of this game based on (unfounded) speculation of changes is unhelpful and irrelevant to discussion. We should work with and talk about what we have right now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You're right and wrong at the same time.

    I would say, that it's right to make criticisms at this point, but when it comes to "judgement," which has a tendency to be more final (if that even makes any sense), we ought to observe a little more restraint.

    ...I'm not even sure I got my point across just now, but that's the best I can do when I'm this hungry. Now if you'll excuse me, I'm off to get myself some pizza.
     
  16. Chaud

    Chaud

    Member
    <!--quoteo(post=438893:date=Apr 7 2010, 11:42 AM:name=Solaris Paradox)--><div class='quotetop'>QUOTE (Solaris Paradox @ Apr 7 2010, 11:42 AM) <a href="index.php?act=findpost&pid=438893">[​IMG]</a></div><div class='quotemain'><!--quotec-->I would say, that it's right to make criticisms at this point, but when it comes to "judgement," which has a tendency to be more final (if that even makes any sense), we ought to observe a little more restraint.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That depends on what you are using to make your judgement. For example, if a certain person thinks that the most important thing in a new game (or one of them) is the presence of new concepts/zones, he can say without problems that he won't like it, then. We can discuss if this kind of POV makes sense or not, but taste is a strange thing anyway. You can easily judge a game by what you see in a video, and at this point, some ppl saw *all* the game, even things engine-related, and know about previous games made by the same developer. I don't know about you, but when I see *that* much about a game, I already *know* if I will like it or not. And I never been wrong about this kind of judgement until this day, in more than 20 years of gaming. Even if you say that this is consequence of some sort of pre-conditioning, the conclusion is the same.

    If you can't say for sure now, that's ok, really. But it's a safe bet that many ppl can. There's more than enough information about it by now.
     
  17. IMHO if they replaced the awkward "tall S" slopes with the like of slope that was in emerald hill (the curved backwards L ones), the one you need to use the spring to go up, there would be no real need for the dashpads, and it would be something that a spindash could do. and since a spindash is a bit slower than the dashpads it would also increase the amount of time it would take to complete a level. also I believe the LLZ act 2 tune should replace act 3's tune, as the music should get more epic as you continue. the tune structure was kind of weird with LLZ:

    act one: introductory tune
    act two: Epic badassery tune that screamed "come one man!!! we ned to get to Robotnik quick!!!"
    act three: more relaxed, laid back IMO

    did anyone else see at the final vid leak the "avatar unlocked" achievement at the bottom of the screen before the ending?(sorry if you don't want me to talk about it, I will remove this if you need me to) do you think you could unlock classic sonic by playing the game through? or is it something for the xbox 360 avatar thing? my brother owns the xbox, not me, so I don't know much about it.
     
  18. ICEknight

    ICEknight

    Researcher Researcher
    <!--quoteo(post=438904:date=Apr 7 2010, 12:18 PM:name=PianoKitty)--><div class='quotetop'>QUOTE (PianoKitty @ Apr 7 2010, 12:18 PM) <a href="index.php?act=findpost&pid=438904">[​IMG]</a></div><div class='quotemain'><!--quotec-->did anyone else see at the final vid leak the "avatar unlocked" achievement at the bottom of the screen before the ending?(sorry if you don't want me to talk about it, I will remove this if you need me to) do you think you could unlock classic sonic by playing the game through? or is it something for the xbox 360 avatar thing? my brother owns the xbox, not me, so I don't know much about it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    ...Perhaps you can play through the game as your Avatar/Mii when completed? :O
     
  19. JaxTH

    JaxTH

    Pudding Deity Oldbie
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    Jack shit.
    <!--quoteo(post=438904:date=Apr 7 2010, 09:18 AM:name=PianoKitty)--><div class='quotetop'>QUOTE (PianoKitty @ Apr 7 2010, 09:18 AM) <a href="index.php?act=findpost&pid=438904">[​IMG]</a></div><div class='quotemain'><!--quotec-->IMHO if they replaced the awkward "tall S" slopes with the like of slope that was in emerald hill (the curved backwards L ones), the one you need to use the spring to go up, there would be no real need for the dashpads, and it would be something that a spindash could do. and since a spindash is a bit slower than the dashpads it would also increase the amount of time it would take to complete a level. also I believe the LLZ act 2 tune should replace act 3's tune, as the music should get more epic as you continue. the tune structure was kind of weird with LLZ:

    act one: introductory tune
    act two: Epic badassery tune that screamed "come one man!!! we ned to get to Robotnik quick!!!"
    act three: more relaxed, laid back IMO

    did anyone else see at the final vid leak the "avatar unlocked" achievement at the bottom of the screen before the ending?(sorry if you don't want me to talk about it, I will remove this if you need me to) do you think you could unlock classic sonic by playing the game through? or is it something for the xbox 360 avatar thing? my brother owns the xbox, not me, so I don't know much about it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The avatar awards are a Sonic head and a Sonic body suit.
     
  20. LOst

    LOst

    Tech Member
    4,891
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    <!--quoteo(post=438907:date=Apr 7 2010, 08:27 PM:name=ICEknight)--><div class='quotetop'>QUOTE (ICEknight @ Apr 7 2010, 08:27 PM) <a href="index.php?act=findpost&pid=438907">[​IMG]</a></div><div class='quotemain'><!--quotec--><!--quoteo(post=438904:date=Apr 7 2010, 12:18 PM:name=PianoKitty)--><div class='quotetop'>QUOTE (PianoKitty @ Apr 7 2010, 12:18 PM) <a href="index.php?act=findpost&pid=438904">[​IMG]</a></div><div class='quotemain'><!--quotec-->did anyone else see at the final vid leak the "avatar unlocked" achievement at the bottom of the screen before the ending?(sorry if you don't want me to talk about it, I will remove this if you need me to) do you think you could unlock classic sonic by playing the game through? or is it something for the xbox 360 avatar thing? my brother owns the xbox, not me, so I don't know much about it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    ...Perhaps you can play through the game as your Avatar/Mii when completed? :O
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Might have to do with online play? Wasn't there supposed to be online hiscore something? I am not familiar with the new consoles and their online status, if there is possibility to create your own avatar?
     
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